Commit 2aff85c9 authored by Jason Edmeades's avatar Jason Edmeades Committed by Alexandre Julliard

Thanks to Lucho, text support in samples now starts to

appear. Textures now saved in state blocks, and correct FVF's used for drawing.
parent 4691b185
......@@ -536,7 +536,7 @@ void setupTextureStates(LPDIRECT3DDEVICE8 iface, DWORD Stage) {
checkGLcall("glActiveTextureARB");
TRACE("-----------------------> Updating the texture at stage %ld to have new texture state information\n", Stage);
for (i=1; i<29; i++) {
for (i=1; i<HIGHEST_TEXTURE_STATE; i++) {
IDirect3DDevice8Impl_SetTextureStageState(iface, Stage, i, This->StateBlock.texture_state[Stage][i]);
}
......@@ -2239,7 +2239,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_ApplyStateBlock(LPDIRECT3DDEVICE8 iface, D
IDirect3DDevice8Impl_SetTextureStageState(iface, j, i, pSB->texture_state[j][i]);
}
if (pSB->Set.textures[j] && pSB->Changed.textures[j]) {
IDirect3DDevice8Impl_SetTexture(iface, j, pSB->textures[j]);
}
}
} else if (pSB->blockType == D3DSBT_PIXELSTATE) {
......@@ -2411,6 +2415,11 @@ HRESULT WINAPI IDirect3DDevice8Impl_CaptureStateBlock(LPDIRECT3DDEVICE8 iface,
updateBlock->texture_state[j][i]);
updateBlock->texture_state[j][i] = This->StateBlock.texture_state[j][i];
}
if (updateBlock->Set.textures[j] && (updateBlock->textures[j] != This->StateBlock.textures[j])) {
TRACE("Updating texture %d to %p (was %p)\n", j, This->StateBlock.textures[j], updateBlock->textures[j]);
updateBlock->textures[j] = This->StateBlock.textures[j];
}
}
}
......@@ -2976,16 +2985,14 @@ HRESULT WINAPI IDirect3DDevice8Impl_GetCurrentTexturePalette(LPDIRECT3DDEVICE8
HRESULT WINAPI IDirect3DDevice8Impl_DrawPrimitive(LPDIRECT3DDEVICE8 iface, D3DPRIMITIVETYPE PrimitiveType,UINT StartVertex,UINT PrimitiveCount) {
IDirect3DVertexBuffer8 *pVB;
D3DVERTEXBUFFER_DESC VtxBufDsc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pVB = This->StateBlock.stream_source[0];
TRACE("(%p) : Type=%d, Start=%d, Count=%d\n", This, PrimitiveType, StartVertex, PrimitiveCount);
IDirect3DVertexBuffer8Impl_GetDesc(pVB, &VtxBufDsc);
DrawPrimitiveI(iface, PrimitiveType, PrimitiveCount, FALSE,
VtxBufDsc.FVF, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, StartVertex, -1, 0, NULL);
This->StateBlock.VertexShader, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory, StartVertex, -1, 0, NULL);
return D3D_OK;
}
......@@ -2995,7 +3002,6 @@ HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 ifa
IDirect3DIndexBuffer8 *pIB;
IDirect3DVertexBuffer8 *pVB;
D3DINDEXBUFFER_DESC IdxBufDsc;
D3DVERTEXBUFFER_DESC VtxBufDsc;
ICOM_THIS(IDirect3DDevice8Impl,iface);
pIB = This->StateBlock.pIndexData;
......@@ -3011,8 +3017,7 @@ HRESULT WINAPI IDirect3DDevice8Impl_DrawIndexedPrimitive(LPDIRECT3DDEVICE8 ifa
idxStride = 4;
}
IDirect3DVertexBuffer8Impl_GetDesc(pVB, &VtxBufDsc);
DrawPrimitiveI(iface, PrimitiveType, primCount, TRUE, VtxBufDsc.FVF, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory,
DrawPrimitiveI(iface, PrimitiveType, primCount, TRUE, This->StateBlock.VertexShader, ((IDirect3DVertexBuffer8Impl *)pVB)->allocatedMemory,
This->StateBlock.baseVertexIndex, startIndex, idxStride, ((IDirect3DIndexBuffer8Impl *) pIB)->allocatedMemory);
return D3D_OK;
......@@ -3482,9 +3487,15 @@ void CreateStateBlock(LPDIRECT3DDEVICE8 iface) {
bound. We emulate this by creating 8 dummy textures and binding them to each
texture stage, but disable all stages by default. Hence if a stage is enabled
then the default texture will kick in until replaced by a SetTexture call */
for (i=0; i<8; i++) {
GLubyte white = 255;
/* Note this avoids calling settexture, so pretend it has been called */
This->StateBlock.Set.textures[i] = TRUE;
This->StateBlock.Changed.textures[i] = TRUE;
This->StateBlock.textures[i] = NULL;
/* Make appropriate texture active */
glActiveTextureARB(GL_TEXTURE0_ARB + i);
checkGLcall("glActiveTextureARB");
......
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